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-rw-r--r--src/VBox/Devices/Graphics/shaders/d3d11blitter.hlsl75
1 files changed, 75 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaders/d3d11blitter.hlsl b/src/VBox/Devices/Graphics/shaders/d3d11blitter.hlsl
new file mode 100644
index 00000000..b892752f
--- /dev/null
+++ b/src/VBox/Devices/Graphics/shaders/d3d11blitter.hlsl
@@ -0,0 +1,75 @@
+/* $Id: d3d11blitter.hlsl $ */
+/*
+ * Blitter for dxgiBlt/SVGA_3D_CMD_DX_PRESENTBLT.
+ *
+ * fxc /nologo /Fhd3d11blitter.hlsl.vs.h /Evs_blitter /Tvs_5_0 d3d11blitter.hlsl
+ * fxc /nologo /Fhd3d11blitter.hlsl.ps.h /Eps_blitter /Tps_5_0 d3d11blitter.hlsl
+ */
+
+/*
+ * Copyright (C) 2022-2023 Oracle and/or its affiliates.
+ *
+ * This file is part of VirtualBox base platform packages, as
+ * available from https://www.virtualbox.org.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation, in version 3 of the
+ * License.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, see <https://www.gnu.org/licenses>.
+ *
+ * SPDX-License-Identifier: GPL-3.0-only
+ */
+
+Texture2D t;
+sampler s;
+
+cbuffer VSParameters
+{
+ float scaleX;
+ float scaleY;
+ float shiftX;
+ float shiftY;
+};
+
+struct VSInput
+{
+ uint VertexID : SV_VertexID;
+};
+
+struct VSOutput
+{
+ float4 position : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ float2 alpha : TEXCOORD1;
+};
+
+VSOutput vs_blitter(VSInput input)
+{
+ VSOutput output;
+
+ float x = (input.VertexID & 1) ? 1.0f : -1.0f;
+ float y = (input.VertexID & 2) ? -1.0f : 1.0f;
+ x = x * scaleX + shiftX;
+ y = y * scaleY + shiftY;
+ output.position = float4(x, y, 0.0f, 1.0f);
+
+ output.texcoord.x = (input.VertexID & 1) ? 1.0f : 0.0f;
+ output.texcoord.y = (input.VertexID & 2) ? 1.0f : 0.0f;
+
+ output.alpha = float2(1.0f, 0.0f);
+
+ return output;
+}
+
+float4 ps_blitter(VSOutput input) : SV_TARGET
+{
+ return float4(t.Sample(s, input.texcoord).rgb, input.alpha.x);
+}